ArenaNet:Skill feedback/Elementalist/Rust

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Rust Rust

Niche Skill -- 18:00, 30 January 2009 (UTC)

Discussion

Issue
Too much of a niche skill. It's last update partially adressed this, but a mediocre amount of damage isn't worth it to take a skill with an effect which isn't really needed.
Suggestion
Giving this an extra in-theme use would bolster its power and make it a better all-'round skill. I had this in mind:
10 Energy 1 Activation time 10 Recharge time.
Hex Spell. Target foe and all adjacent foes take 10...46...55 cold damage and for 7...13...15 seconds, those foes take twice as long to activate signets. When Rust ends on a foe, that foe suffers from Cracked Armour for 5...17...20 seconds.
The ability to apply AoE Cracked Armour would make this a much better pressure skill, especially when coupled with the unconditional damage (even though it is poor). It would also make a great cover hex since it has a negative end effect. Though this would arguably be one of the best ways of spreading Cracked Armour, it wouldn't overshadow other CA skills too much since, like Shrinking Armour, the delayed effect makes it harder to control. The double signet duration would no longer really be a primary use, but now more a tool for adding more pressure in terms of slowing res sigs and suchlike, and would be handy since signets are unaffected by other effects such as Daze, Backfire or Shame.
However, this change would still encourage balanced play since in a pure hexway team it wouldn't be much good as the CA needs to be coupled with pure damage dealers to really shine. However, it might find a slot on a water ele runner or snarer.